Summon Magic / Charge / Wands&Staffs / One time spellbooks / New Apprentice

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Summon Magic:

This new wizard spell works much like summon guns except it instead brings the crew magical tools and weapons. There are preexisting artifacts (minus some that would cause huge confusion/balance issues) as well as new spellbooks, wands, and a staff. The chance of survivor antag is the same as summon guns.

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Charge:

This new spell allows for the recharging of otherwise unrefillable wands, but there's a heavy chance that the total number of charges will decrease with each casting until eventually they're impossible to keep recharging. As a bonus the charge spell can also be used to charge batteries and things that run on batteries (such as energy weapons). This carries the same max charge weardown penalties however. Lastly this spell allows a wizard to charge other wizards with a grab, reseting their spell cooldown. They cannot use it to charge themselves. It has a 60 second cooldown.

The wizard cannot buy this spell himself, it only comes randomly to the crew during Summon Magic and with the new apprentice loadout.

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Wands&Staffs:

Magic weapons have been overhauled into their own catagory so there won't be any more weirdness with batteries in staves or apparent magic resistance on things that reflect energy weapons.

Wands have been added, these wands come precharged with a number of shots that can be fired off at their leasure but cannot be recharged once emptied (unless the charge spell is used). They come in a varity of exciting flavors:

*Death: Slays instantly but has very few shots (1 to 3)
*Resurrection: Revives and/or heals instantly but has very few shots (1 to 3)
*Polymorph: Same function as the staff of change
*Teleport: Weaponized blink spell that doesn't respect space tiles and can also warp away machinery or items (but not turf)
*Door Creation: Puts easy access wooden doors in walls
*Fireball: Same function (but slightly lower damage) as the fireball spell
*Nothing: Lame and useless

Wands can also be used on the user (unlike staves) by clicking on them. Warning messages have been added to a few wands so people don't accidentally zap themselves with the wand of death unless they really want to.

Wands cannot be aquired by the wizard directly, and are only spawned during castings of summon magic.

There is also a new staff, the staff of healing, which works as a recharging version of the wand of resurrection. The new apprentice starts with one of these, and they can also be found during summon magic. The wizard cannot purchase it directly, and as a stave he could not use it on himself anyways.

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One time spellbooks:

Found exclusively in summon magic are one time use spellbooks that can teach any player a robeless spell. Once read the book vanishes.

Books come in the following flavors:
*fireball
*smoke
*blind
*mindswap
*forcewall
*knock
*curse of the horsemen
*charge (described above)

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New apprentice:

A fourth loadout for apprentice wizards has been added. This wizard is intended as a support role and comes with forcewall (for cover) and charge (used to keep him and the wizard well stocked in laser weaponry or to restore the wizard's cooldowns). It also comes equiped with a free Staff of Healing for keeping the wizard alive. Shoot the medic first folks.
Adds deconstruction for DNA scanner and cloning pod.
Adding wires to a machine frame uses one unit of wire.
Wires returned from deconstructing return 1 unit of wire.
Fixes issue #1001
Applied logic to portable generator deconstruction.
Adds all sprites for all wands, books, and the staff of healing
Fixes an issue where someone spamming a wand might lose charges without actually firing the bolt
Removes a few missed bugtesting lines
Adds a var (variable_charges) to be disabled for wands with assured max charges for future use
Adds functionality to empty a transit pod or put mobs in one

Clicking on a transit station with a grab or harm intent will cause you to attempt to empty the contents of the pod onto the floor, takes 4 seconds

Clicking on a transit station with a grab item in the aggressive state or above will cause you to attempt to stuff the grabbed mob into the pod, takes 6 seconds
EDIT1: Caused stuffing people in pods to stun them for 5 seconds to assist transport of captured persons
Code optimization and copypasta removal:
the teleport wand now uses do_teleport
the polymorph wand now uses wabbajack in both instances

You can now click on yourself while holding a wand to cast it on yourself in addition to clicking on the wand itself.

Changed how guns/magic are given out slightly. Previously no antag could get a gun/magic thing (including survivors made by the spell in the case of multicasting) but now antags who aren't the wizard or an apprentice of the wizard also get one.

Fixed a few bugs on accidentally burning charges by click in places tht wouldn't actually fire the wand/staff
Fixes the screen shaking from having your camera get stuck on a turf.
Adds breaks to some loops in case there is more than one pod.

Shouldn't happen, but Murphy's law.
Suggestion implimentation patch!
*Span classes the whole update
*Spellbooks no longer vanish after being used, instead used spellbooks now have various bad effects should they be attempted to learned from again (the original reader won't acidentally fall to this, as they will just say "I've already read this"). Leave em out as traps for people or properly dispose of your trash! Or...
*The charge spell can now attempt to recharge one use spellbooks so someone else can learn the spell. This only has a 20% success rate and will destroy the book should it fail (even if the book was actually unused). You can't attempt this on the wizard's spellbook
*The "staff of nothing" (functional) placeholder now uses the generic staff sprites
*Spellbooks can now be placed in bookshelves just like normal books
*The teleport spell won't yank anchored things anymore, but as a consolation it will warp the entire contents of a tile should it be targeted. The code has been tweeked so this shouldn't effect the server too bad even if large numbers of items are warped to unique locations this way
Merge branch 'master' of https://github.com/tgstation/-tg-station into wands2

Conflicts:
	icons/mob/back.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
A small change to how wizard rounds end when continuous wizard rounds are off:

After the game has determinded that the wizard is dead it will check if there's any traitors alive. "Traitors" in this instance means apprentices and survivors the wizard may have created with contracts/summon guns/summon magic. Thus if the round still has a chance of being interesting (survivors) and/or the wizard has a legitimate chance at revival (apprentices) the round keeps going.
Removed digital valves from atmos
Added logging to stings

Gia said so
Made it a little proc

Should be better now
Who need coding, better to fix some more grammer

Stung, not stinged
Merge pull request #2027 from Razharas/master

Added logging to stings
Merge pull request #2017 from Giacom/screen_shaking_fix

Fixes the screen shaking from having your camera get stuck on a turf.
Added auto closing to poddoors (blast doors). The syndicate shuttle's external entrance now uses it, and has a 30 second timer.
Made all the poddoors on the syndicate shuttle start closed.
Added the friday the 13th event. It will basically cut the event frequency in half to simulate unluckiness.
Adds and removes some checks in transit tubes

Adds some safety checks when stuffing people in transit tubes
Removes intent check when yanking people out of tubes because it complicates things